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KF2-Dev-Scripts/KFGame/Classes/KFDebugCameraController.uc

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2020-12-13 15:01:13 +00:00
//=============================================================================
// KFDebugCameraController
//=============================================================================
// Controller used when using the ToggleDebugCamera console command
//=============================================================================
// Killing Floor 2
// Copyright (C) 2015 Tripwire Interactive LLC
//=============================================================================
class KFDebugCameraController extends DebugCameraController
config(Input)
native(Controller);
/** Debug scene related properties */
var bool bDebugSceneEnabled;
var KFSceneCaptureDebugCam DebugSceneCamera;
var bool bViewFromFocus;
var KFPawn_Monster SelectedKFPawn;
var bool bForceSprinting;
var float SelectedNPCMoveOffset;
var bool bMoveToActorOnly;
var AIDebugGoal DebugGoal;
var KFPawn_Monster DebugTarget;
native function PrimarySelect( vector HitLoc, vector HitNormal, TraceHitInfo HitInfo );
/**
* Called when an actor has been selected with the secondary key (e.g. right mouse button).
*
* @param HitLoc World-space position of the selection point.
* @param HitNormal World-space normal of the selection point.
* @param HitInfo Info struct for the selection point.
*/
native function SecondarySelect( vector HitLoc, vector HitNormal, TraceHitInfo HitInfo );
/**
* Called when the user pressed the unselect key, just before the selected actor is cleared.
*/
native function Unselect();
simulated event PostBeginPlay()
{
local HUD NewHUD;
NewHUD = Spawn( HUDClass, self);
if( OriginalControllerRef != none && OriginalControllerRef.myHUD.PostRenderedActors.Length > 0 )
{
NewHUD.PostRenderedActors = OriginalControllerRef.myHUD.PostRenderedActors;
NewHUD.bShowOverlays = true;
}
if( myHUD != none && myHUD.PostRenderedActors.Length > 0 )
{
NewHUD.PostRenderedActors = myHUD.PostRenderedActors;
NewHUD.bShowOverlays = true;
}
super(GamePlayerController).PostBeginPlay();
// if hud is existing, delete it and create new hud for debug camera
if ( NewHUD != None )
{
if( myHUD != none )
{
myHUD.Destroy();
}
myHUD = NewHuD;
}
}
/**
* Function called on deactivation debug camera controller
*/
function OnDeactivate( PlayerController PC )
{
if( DrawFrustum != none )
{
DrawFrustum.SetHidden( true );
PC.PlayerCamera.DetachComponent( DrawFrustum );
}
PC.SetHidden( true );
PC.PlayerCamera.SetHidden( true );
}
function DisableDebugCamera()
{
if( OriginalControllerRef != none )
{
if( myHUD.PostRenderedActors.Length > 0 )
{
OriginalControllerRef.myHUD.PostRenderedActors = myHUD.PostRenderedActors;
}
Super.DisableDebugCamera();
}
}
/*
* Function called on activation debug camera controller
*/
function OnActivate( PlayerController PC )
{
//super.OnActivate( PC ); //?
bCollideWorld = false;
if ( KFDebugCameraHUD(myHUD) != None )
{
KFDebugCameraHUD(myHUD).bDrawDebugText = bDrawDebugText;
if( OriginalControllerRef.myHUD.PostRenderedActors.Length > 0 )
{
KFDebugCameraHUD(myHUD).PostRenderedactors = OriginalControllerRef.myHUD.PostRenderedActors;
KFDebugCameraHUD(myHUD).bShowOverlays = true;
}
}
PC.SetHidden(false);
PC.PlayerCamera.SetHidden(false);
}
function AddCheats(optional bool bForce)
{
// Assuming that this never gets called for NM_Client without bForce=true
if ( (CheatManager == None) && (WorldInfo.Game != None) && WorldInfo.Game.AllowCheats(self) || bForce)
{
CheatManager = new(Self) CheatClass;
CheatManager.InitCheatManager();
KFCheatManager(CheatManager).bDebugSceneEnabled = bDebugSceneEnabled;
KFCheatManager(CheatManager).DebugSceneCamera = DebugSceneCamera;
KFCheatManager(CheatManager).DebugTarget = DebugTarget;
}
}
function AICommand_Debug GetDebugCommand( KFPawn DebugPawn )
{
local AICommand_Debug DebugCommand;
local KFAIController KFAIC;
if( DebugPawn == none || DebugPawn.Controller == none|| DebugPawn.IsAliveAndWell() )
{
return none;
}
KFAIC = KFAIController( DebugPawn.Controller );
if( KFAIC != none && KFAIC.bHasDebugCommand )
{
DebugCommand = KFAIC.FindCommandOfClass( class'AICommand_Debug' );
if( DebugCommand != none )
{
return DebugCommand;
}
}
return none;
}
/**
* Attempts to match the name passed in to a SeqEvent_Console
* object and then activate it.
* Overridden to pass in the PlayerController's disembodied pawn while in debug mode
* since the DebugCameraController has no pawn to send to CheckActivate().
*
* @param eventName - name of the event to cause
*/
unreliable server function ServerCauseEvent(Name EventName)
{
local array<SequenceObject> AllConsoleEvents;
local SeqEvent_Console ConsoleEvt;
local Sequence GameSeq;
local int Idx;
local bool bFoundEvt;
local PlayerController PC;
local DebugCameraController DCC;
// Get the gameplay sequence.
GameSeq = WorldInfo.GetGameSequence();
if ( (GameSeq != None) && (EventName != '') )
{
// Find all SeqEvent_Console objects anywhere.
GameSeq.FindSeqObjectsByClass(class'SeqEvent_Console', TRUE, AllConsoleEvents);
// Iterate over them, seeing if the name is the one we typed in.
for( Idx=0; Idx < AllConsoleEvents.Length; Idx++ )
{
ConsoleEvt = SeqEvent_Console(AllConsoleEvents[Idx]);
if (ConsoleEvt != None &&
EventName == ConsoleEvt.ConsoleEventName)
{
bFoundEvt = TRUE;
foreach WorldInfo.AllControllers(class'PlayerController', PC)
{
if ( PC.bIsPlayer && PC.IsLocalPlayerController() )
{
DCC = DebugCameraController(PC);
if( DCC != none && DCC.OriginalControllerRef != none )
{
// activate the event
ConsoleEvt.CheckActivate( self, DCC.OriginalControllerRef.Pawn );
}
}
}
}
}
}
if (!bFoundEvt)
{
ListConsoleEvents();
}
}
exec function AIMoveForward()
{
local AICommand_Debug DebugCommand;
if( SelectedKFPawn != none )
{
DebugCommand = GetDebugCommand( SelectedKFPawn );
if( DebugCommand != none )
{
DebugCommand.Debug_MoveForward();
}
}
else
{
KFCheatManager( CheatManager ).AIMoveForward();
}
}
exec function AIShowSelectedInfo()
{
bShowSelectedInfo = !bShowSelectedInfo;
}
exec function ToggleDebugViewFocus()
{
KFDebugCameraHUD(myHUD).bFocusOnSelectedActor = !KFDebugCameraHUD(myHUD).bFocusOnSelectedActor;
KFDebugCameraHUD(myHUD).PlayerCamera = PlayerCamera;
}
exec function SetMoveOffset( optional float NewOffset=64.f )
{
ClientMessage( "MoveOffset of "$NewOffset$" units will be used for selected NPC" );
SelectedNPCMoveOffset = NewOffset;
}
exec function ToggleSelectedActorView()
{
bViewFromFocus = !bViewFromFocus;
}
/**
* public function GetDebugSceneViewPoint()
* Used to get the orbit locations for the debug scene camera
* @param out_Location Location of current orbiting view point
* @param out_Rotation Rotation of current orbiting view point
*/
function GetDebugSceneViewPoint( out vector out_Location, out Rotator out_Rotation )
{
if( SelectedKFPawn != none )
{
out_Rotation = SelectedKFPawn.Rotation;
out_Rotation.Pitch -= 3000;
out_Rotation.Yaw = ( WorldInfo.TimeSeconds * 65536 ) / 10;
out_Location = ( SelectedKFPawn.Location + vect(0,0,72) ) - 220 * vector( out_Rotation );
return;
}
}
/** If PlayerCamera.bUseClientSideCameraUpdates is set, client will replicate camera positions to the server. */
// @TODO - combine pitch/yaw into one int, maybe also send location compressed
unreliable server function ServerUpdateCamera(vector CamLoc, int CamPitchAndYaw)
{
local TPOV NewPOV;
if( bViewFromFocus && SelectedActor != none )
{
GetDebugSceneViewPoint( NewPOV.Location, NewPOV.Rotation );
PlayerCamera.FillCameraCache(NewPOV);
}
else
{
super.ServerUpdateCamera( CamLoc, CamPitchAndYaw );
}
// NewPOV.Location = CamLoc;
// NewPOV.Rotation.Yaw = (CamPitchAndYaw >> 16) & 65535;
// NewPOV.Rotation.Pitch = CamPitchAndYaw & 65535;
}
simulated event GetPlayerViewPoint( out vector out_Location, out Rotator out_Rotation )
{
local Actor TheViewTarget;
// sometimes the PlayerCamera can be none and we probably do not want this
// so we will check to see if we have a CameraClass. Having a CameraClass is
// saying: we want a camera so make certain one exists by spawning one
if( PlayerCamera == None )
{
if( CameraClass != None )
{
// Associate Camera with PlayerController
PlayerCamera = Spawn(CameraClass, Self);
if( PlayerCamera != None )
{
PlayerCamera.InitializeFor( Self );
}
else
{
`log("Couldn't Spawn Camera Actor for Player!!");
}
}
}
if( bViewFromFocus && SelectedActor != none )
{
GetDebugSceneViewPoint( out_Location, out_Rotation );
// PlayerCamera.FillCameraCache(NewPOV);
}
else
if( PlayerCamera != None )
{
PlayerCamera.GetCameraViewPoint(out_Location, out_Rotation);
}
else
{
TheViewTarget = GetViewTarget();
if( TheViewTarget != None )
{
out_Location = TheViewTarget.Location;
out_Rotation = TheViewTarget.Rotation;
}
else
{
super.GetPlayerViewPoint(out_Location, out_Rotation);
}
}
}
function bool NativeInputKey( int ControllerId, name Key, EInputEvent Event, float AmountDepressed = 1.f, bool bGamepad = FALSE )
{
local vector CamLoc, ZeroVec;
local rotator CamRot;
local TraceHitInfo HitInfo;
local Actor HitActor;
local vector HitLoc, HitNormal;
local bool bIsSprinting;
CamLoc = PlayerCamera.CameraCache.POV.Location;
CamRot = PlayerCamera.CameraCache.POV.Rotation;
if ( Key == PrimaryKey )
{
HitActor = Trace(HitLoc, HitNormal, vector(camRot) * 5000 * 20 + CamLoc, CamLoc, true, ZeroVec, HitInfo);
if( HitActor != None && KFPawn_Monster(HitActor) != none )
{
// if( SelectedKFPawn != none )
// {
// myHuD.PostRenderedActors.RemoveItem(SelectedKFPawn.MyKFAIC);
// }
SelectedActor = HitActor;
SelectedKFPawn = KFPawn_Monster(HitActor);
PrimarySelect( HitLoc, HitNormal, HitInfo );
}
return true;
}
else if( Key == 'P' && Event == IE_Pressed && SelectedActor != none )
{
SelectedKFPawn.bIsSprinting = !SelectedKFPawn.bIsSprinting;
bIsSprinting = SelectedKFPawn.bIsSprinting;
if( bIsSprinting )
{
ClientMessage( SelectedKFPawn$": Sprinting turned on" );
}
else
{
ClientMessage( SelectedKFPawn$" : Sprinting turned off" );
}
return true;
}
if( Key == 'L' && Event == IE_Pressed && SelectedActor != none )
{
ToggleSelectedActorView();
return true;
}
if( Key == 'T' && Event == IE_Pressed && SelectedActor != none )
{
SelectedKFPawn.LookAtPawn(GetALocalPlayerController().Pawn);
return true;
}
if( Key == 'Z' && Event == IE_Pressed )
{
KFCheatManager(CheatManager).TeleportPawnToCamera();
return true;
}
if( Key == 'H' && Event == IE_Pressed )
{
KFDebugCameraHUD( myHUD ).ToggleHelpDisplay();
return true;
}
if( Key == 'R' && Event == IE_Pressed && SelectedActor != none )
{
HitActor = Trace(HitLoc, HitNormal, vector(camRot) * 5000 * 20 + CamLoc, CamLoc, true, ZeroVec, HitInfo);
SelectedKFPawn.MyKFAIC.Focus = none;
SelectedKFPawn.MyKFAIC.SetFocalPoint( HitLoc + HitNormal * 4.f );
return true;
}
if ( Key == SecondaryKey && Event == IE_Pressed && SelectedActor != none )
{
HitActor = Trace(HitLoc, HitNormal, vector(camRot) * 5000 * 20 + CamLoc, CamLoc, false, ZeroVec, HitInfo);
if( HitActor == none || HitActor.bWorldGeometry )
{
HitLoc += HitNormal * 4.0;
SelectedKFPawn.MyKFAIC.StopAllLatentMovement();
SelectedKFPawn.ZeroMovementVariables();
if( bMoveToActorOnly )
{
ClientMessage( "Attempting move to goal "$DebugGoal$". You can set bMoveToActorOnly to use move to location method instead." );
if( DebugGoal == none )
{
DebugGoal = Spawn(class'AIDebugGoal', self,, HitLoc );
}
else
{
DebugGoal.SetLocation( HitLoc );
}
// SelectedKFPawn.MyKFAIC.SetMoveGoal( DebugGoal,, false, SelectedNPCMoveOffset, false, true, true );
}
else
{
ClientMessage( "Attempting move to location "$HitLoc$". You can set bMoveToActorOnly to true to use move to goal actor method instead." );
//SelectedKFPawn.MyKFAIC.SetMovePoint( HitLoc,, false, SelectedNPCMoveOffset, false, false, true );
}
}
return true;
}
return false;
}
DefaultProperties
{
HUDClass=class'KFDebugCameraHUD'
CheatClass=class'KFGame.KFCheatManager'
InputClass=class'KFGame.KFDebugCameraInput'
bMoveToActorOnly=true
}